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Imperator Margok

1. Arcane Wrath
[Branded]

2. Arcane Aberration
[Void Add]

3. Mark of Chaos
[Tank Bomb]

4. Force Nova
[Pulsing Circle]

5. Destructive
Resonance
[Mines]

Phase 1: Basic Abilities (100% to 90%)


What does it do?
Places Branded on a random player.
Branded will expire after 4 seconds, dealing damage to the player it just expired from, and
will attempt to jump to another player within range
Each time the ability jumps, it gains a stack, will deal 25% more damage when it expires,
and halves its jump range by 50%; the debuff will expire after 12 jumps or when no other
players are close enough for it to make a successful jump
Initially the debuff has a jump range of 200 yards, but by the time it reaches 5 stacks, it has
a jump range of only 7 yards
How to deal with it?
Players affected by 3 or more stacks of Branded should pass is to a marked dps who can
get away from the raid to outrange the next jump
What does it do?
The boss will summon an add that does aoe damage every second
How to deal with it?
The off-tank should pick up the add and drag it into melee to be killed quickly. [death grip]
Ranged should also focus this add down as the aoe damage is significant.
What does it do?
Mark of Chaos is applied to the current tank and lasts 8 seconds, at which point will
explode and deal fatal damage to any players within 35 yards
How to deal with it?
When Mark of Chaos is applied, the other tank should taunt while the debuffed tank runs
at least 35 yards away from everyone (2 markers on opposite sides of the throne)
What does it do?
A nova will emanate out from the boss and deals damage to players as it passes through
them (damage per half second)
How to deal with it?
Players should run through (into) the force nova to take the least amount of damage.
Most players can just run through the nova (dont stand still, actually run forward) while
other classes like mages and hunters can blink or disengage through the nova
What does it do?
Creates a mine at a random ranged player's feet (about once every 15 seconds), which
becomes active after only a few seconds and will persist for one minute.
How to deal with it?
Players must run out of the mines to avoid triggering it, as detonating the mine deals heavy
raid-wide damage and will give the player who triggered it a debuff that stuns them each
time they take arcane damage.
Tanks can move the boss in a circle while the raid drops the mines in a circular fashion
either on the outer edge of the room or the inner circle of the room, much like dropping the
suppression fields on Koragh

1. Arcane Wrath
[Branded]

2. Arcane Aberration
[Void Add]

3. Mark of Chaos
[Tank Bomb]

4. Force Nova
[Pulsing Circle]

5. Destructive
Resonance
[Mines]

Awaken Runestone

Phase 2: Power of Displacement (90% to 55%)


[translation: abilities affect a players movement in some way]
Whats different from Phase 1?
The buff will still expire after 4 seconds and jump just like Phase 1 but the player affected
by Branded: Displacement will not be able to move past 10 yards from the location where
they received the debuff (you will see the circle around you)
How to deal with it?
Players affected by 3 or more stacks Branded: Displacement should move to the edge of
the circle and pass is to a marked dps who can then pass it to a healer who can then
juggle it back and forth until 5 or 6 stacks
Whats different from Phase 1?
The add will now do a knockback when it dies
How to deal with it?
Just before the add dies, all players should mind their positioning as to not get knocked
back into a mine
Whats different from Phase 1?
The tank affected by Mark of Chaos: Displacement will now teleport to a random players
location.
How to deal with it?
Tank still needs to run at least 35 yards away from everyone
Whats different from Phase 1?
The nova will now push back everyone, so players will most likely be taking a bit more
damage from the nova
How to deal with it?
Druids can use Stampeding Roar so that the raid can quickly pass through the nova. All
other movement speed cool downs should work as well. Blink, disengage, displacer beast,
etc. can still be used to dodge this mechanic
Whats different from Phase 1?
Mostly the same as Phase 1, but mines will now grow to double their size before expiring
after 1 minute
How to deal with it?
Same as Phase 1

Intermission 1 or Phase 2.5 (Starts at 55% and lasts 1 minute)


What does it do?
The boss will become immune to damage
The boss spawns two Gorian Warmages to the left and right of the entrance. Warmages
will fixate on random players for 15 seconds and cast nether blast, dealing heavy damage
to the target and anyone nearby. Warmages also have dominance aura which buffs nearby
allies, as well as casting slow which slows casting speed.
The boss also spawns several Volatile Anomaly adds that will destabilize when killed,
causing heavy aoe damage
How to deal with it?
If targeted by the Gorian Warmages fixate, you should just run out the raid group until the
debuff falls off
The raid should focus one Warmage, and should not split damage.
DPS should interrupt as many of the Warmages Nether Blasts as possible because each
successful cast gives the Warmage Nether Energy which increases damage done by 25%
for 6 seconds
Healers should dispel all of the slows
The tanks should pick up the Volatile Anomalies and tank them on the complete opposite
side of the warmages. These adds can be aoed to a certain point; however, they should
not die all at once because of the aoe damage they do when killed.
1 to 2 dps should be responsible for focusing the Anomalies down one a time.

1. Arcane Wrath
[Branded]

2. Arcane Aberration
[Void Add]

3. Mark of Chaos
[Tank Bomb]

4. Force Nova
[Pulsing Circle]

5. Destructive
Resonance
[Mines]

Awaken Runestone

Phase 3: Power of Fortification (55% to 25%)


[translation: abilities last longer or take longer to deal with]
Whats different from Phase 1?
Range of the jump only reduces by 25% instead of 50%
How to deal with it?
Players affected by 6 or more stacks of Branded: Fortification should pass is to a mobile
dps who can then get away from the raid and outrange the next jump
Whats different from Phase 1?
The add is now immune to stuns and cc effects and has higher health
How to deal with it?
The add should still be #1 priority for dps as the aoe damage is significant while its alive
Whats different from Phase 1?
The tank affected by Mark of Chaos: Fortification will be rooted in place. The mark still
triggers after 8 seconds and does massive aoe damage.
How to deal with it?
The tank must either pre-emptively move away from the raid just before Mark of Chaos:
Fortification is cast or use movement abilities to get away.
Melee dps need to be aware of their proximity to the tank with the debuff and should stay
away even if its a dps loss. [usually taunt from one side to another side of the throne]
Whats different from Phase 1?
The nova will now happen 3 times over 16 seconds, instead of once
How to deal with it?
The 3 novas will do massive damage so the healers may need to pop big cooldowns during
this part
Whats different from Phase 1?
The mines now last for 2 minutes instead of 1 minute
How to deal with it?
Exact same way as Phase 1
Intermission 2 or Phase 3.5 (Starts at 25% and lasts 1 minute)
What does it do?
Everything from Intermission 1 applies for Intermission 2
The boss will now spawn a Gorian Reaver that has 2 abilities. The first is Devastating
Shockwave which is a frontal cone ability that does physical damage. The second is Kick
to the Face which clears all threat and does a knockback.
How to deal with it?
Everything from Intermission 1 applies for Intermission 2
A tank needs to pick up the Gorian Reaver and (1) tank him away from the Warmages
because of Dominance Aura and (2) face him away from the raid to avoid damage from
Devastating Shockwave.
Tanks have to swap whenever the Gorian Reaver uses Kick to the Face

1. Arcane Wrath
[Branded]

2. Arcane Aberration
[Void Add]

3. Mark of Chaos
[Tank Bomb]

4. Force Nova
[Pulsing Circle]

5. Destructive
Resonance
[Mines]

Phase 4: Power of Duplication (25% to 0%)


[translation: abilities duplicate their effect or have an extra part to them]
Whats different from Phase 1?
The Branded: Replication debuff will now be passed to 2 players the first time it jumps
How to deal with it?
Players affected by 3 or more stacks of Branded: replication should pass is to a marked
dps who can then get away from the raid and outrange the next jump. May need a second
range dps to soak instead of one.
Whats different from Phase 1?
When the add is killed, it will spawn 7 Arcane Remnants
How to deal with it?
Tank needs to pick up the Remnants and dps need to kill them
Whats different from Phase 1?
Once Mark of Chaos: Duplication expires, 8 Orbs of Chaos will spawn around the tank
and move in straight lines across the room
How to deal with it?
The tank still needs to move 35 yards away, and the entire raid needs to dodge these orbs
after the mark is triggered
Whats different from Phase 1?
The nova will now reflect damage to players within 4 yards of each other
How to deal with it?
Range dps: spread out to avoid the reflect damage.
Melee dps: spread out as much as possible but healers may need to use some cooldowns
because melee need to stay relatively close in order to dps
Whats different from Phase 1?
If a mine is triggered or if a mine expires after 1 minute, then 2 more mines will spawn
close that that location
How to deal with it?
Same as Phase 1

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